Lol a people moaning about the new mod, you clearly haven’t used it! It is very easy to avoid, it’s only use is breaking up a frig-ball and getting people out of cover. If you’re silly enough not to move when you see the orb forming it’s your own fault for losing all your shields.
Soooooo, you know better the question than the Designer who answered me?
havent seen the question nor the designer (and his answer). To me the function of the guard is to…guard xD that means protecting your team from fire (tank it yourself and/or reduce dmg with signature dmg), from missiles (missile shield) and/or from orbiting ceptors (pulsar+mass propulsion inhibitor). With shield havoc you could protect your team from frigballs :005j:
Used to work when the Anaconda-M had “Kinetic Weapon Bonus”, was able to use “Shrappnel Cannon” and the first version of the “Phase Shield” xD
Wasn’t this also during the time when Guards still had 6x turrets as well? Something about Interceptors going insta-boom within 1000 meters…
Is it sarcastic applause or not ^_^?
It’s an unconditional gratitude expressing kind of applause.
havent seen the question nor the designer (and his answer). To me the function of the guard is to…guard xD that means protecting your team from fire (tank it yourself and/or reduce dmg with signature dmg), from missiles (missile shield) and/or from orbiting ceptors (pulsar+mass propulsion inhibitor). With shield havoc you could protect your team from frigballs :005j:
Rakza is right. The main role of Guards is tanking. But of course it doesn’t mean that they can’t do nothing more.
It’s an unconditional gratitude expressing kind of applause.
xD. Thanks.
Depending of the ships entering the Minefields.
-34% against Interceptors like all the explosive damage
No modifiers on Fighters
+25% against frigates like all the explosive damage
Yeah I’m using more fighters then before, i just forgot that +/- rule.
Because they changed the dynamics of the games. Mobility is the main Factor with reduced timer for battles (when you have to travel to differents objectives, when you die and have to move to your target ectect).
Naa it’s not only a matter of dynamics. Before the nerf to guard res and change on healings mechanics it was really hard to deal even with a combination of a single guard + an engi. Now with the right fits it took some times, but they will go down much more easily.
People didn’t stop using them, there’s a tons of frigballers out there. They are not a problem anymore in 90& of cases, 'cause even if as “area denial” 2 frig are really effective, they will not last forever like it happened before.
Guard are “Tank” that’s true, but they are not “tank” in the classic way, they are able to do that mostly 'cause they also have effective “area denial” and debuff modules. If you add again res and high healings like it was before: you don’t only get a uber resistant ships, you also get a “aod” ship not easy to kill at all, that break the balance and make the game quite unplayable and/or boring.
On the “adaptive implant” nerf, personally I’m not disappointed with that: I mean 5 seconds was way too much. 2 seconds are really low but still enough if you know what you are doing (maybe 3 seconds would be perfect, dunno).
No one pretend to fly straight into an enemy fleet and survive, still i don’t get why most of the damage you will get in a ceptor are from “autofire/fire and forget” things. _It’s annoying, _thank god it’s not bad anymore like it was before.
Btw balance in a game with classes will never exist, it’s utopia.
this is why i said command is problem now
and bcs all wanna playing it this happen
-lost game
-mm
i am not pro but i am giving my best and doing right for my role
and all of that looks like this http://prntscr.com/8xeyhj command invasion!!!
you just destroyed innocent children with this http://prntscr.com/8xezo9 + http://prntscr.com/8xf12u (chat) lol EPIC
some fun with wpks ;) http://prntscr.com/8xf1iq
Rakza is right. The main role of Guards is tanking. But of course it doesn’t mean that they can’t do nothing more.
Saying that players think that Guards is not a tank should at least show you the problem.
Wasn’t this also during the time when Guards still had 6x turrets as well?
No. At the moment the guards were introduced in the game, they clearly said “Guard = Tank = 4 Cannons only”.
It was due to the old Shrappnel with Auto-Charge and the fact the Anaconda-M was able to have no spread with it and also because the Alpha-Strike Buff were higher than now.
balance in a game with classes will never exist, it’s utopia.
This story would have been different in StarConflict if some roles had understand what they were supposed to do instead of Complaining at everything because they wanted to have a gameplay they shouldn’t had.
The problem we have now with Tackler, Command and Gunships is just another part of the circle of the Balance in Star Conflict. It’s like Seasons.
Oh hey Rakza, read your posts, you seem to fall for your own propaganda.
The last 10 times i saw you in an actual server with other people, you were flying guard, always out of postition.
I get what you want, you want to be the hero guard that heros everything.
Unfortunatly, I do not believe this old talk about “the legendary guard pilots”, everyone can fly a guard.
Because they changed the dynamics of the games. Mobility is the main Factor with reduced timer for battles (when you have to travel to differents objectives, when you die and have to move to your target ectect).
Hmm, i don’t know about you, but if i enter a game and i see i need to get somewhere fast, i will not take a guard, doesn’t matter if i wanted to fly it.
This story would have been different in StarConflict if some roles had understand what they were supposed to do instead of Complaining at everything because they wanted to have a gameplay they shouldn’t had.
Wich is exactly the story of the last 12 months of Rakza posts.
The last 10 times i saw you in an actual server with other people, you were flying guard, always out of postition.
You don’t realize that’s the purpose of the Guards?
- Being Out of Position
- Attract Ennemy’s firepower on you
- Ennemies are not focusing your allies, you give them time to tempo / reposition
- Ennemies are attracted by your outpositioning, they reposition to focus you
- You just created a breach for your allies by reducing the pressure on them
- Allies can exploit it to push forward
- Guard’s job done. You can Die or Survive it change nothing.
- Put your guard between an Objective and the ennemy’s path
- Attract some ennemies on you
- Fight them and temporize while your teammates are positioning on the objective
- You created an Outnumber factor if you managed to attract 2 or more ennemies.
- Allies have an advantage on the objective
- Guard’s job done.
Not that hard to understand that the more you attract damage on you, the more your allies are able to reach their targets.
Like you dealt with A1MA? Like you dealt with Destructor?
One, Orion Nerf.
1.A1MA was a aim bot witch no shooter game should have.
2.Covert Ops nerfs:
-orion dmg nerf
-orion duration twice,from 6 sec to 5 sec and from 5 sec to 4 sec
-plasma arch range from 300m to 200m
-Pulse lasers overheating time
-Strafe engines
-Missile pylons
-rank 8 implant Armadillo II
-rank 10 implant Neuroaccelerator WPN-FS3
-Piercing missiles,plasma missiles and small missiles recharge time
These are not all direct nerfs to Covert Ops but they make the Covert Ops class weaker.
btw all guards nerfs were deserved because it was abused,8vs8 fight with 8 guards in 1 team that isn’t a fun match
You don’t realize that’s the purpose of the Guards?
I can’t believe I’m saying this, but I think you’ve got it wrong. True, being strategically out of position can work in some cases, but it usually results in a quick death to a covert-ops. I’ve always considered Guards to be the Vanguard of your team. They are designed to be out at the front, distracting the enemy with their sheer destructive potential. That is why modules like Spectre Field exist. To be used in a group of allies to force the enemy to pay attention to you, and not them.
I have no idea why you are trying to take the slowest ships in the game and shuffle out of position where you will be an easy kill.
You don’t realize that’s the purpose of the Guards?
- Being Out of Position
- Attract Ennemy’s firepower on you
- Ennemies are not focusing your allies, you give them time to tempo / reposition
- Ennemies are attracted by your outpositioning, they reposition to focus you
- You just created a breach for your allies by reducing the pressure on them
- Allies can exploit it to push forward
- Guard’s job done. You can Die or Survive it change nothing.
- Put your guard between an Objective and the ennemy’s path
- Attract some ennemies on you
- Fight them and temporize while your teammates are positioning on the objective
- You created an Outnumber factor if you managed to attract 2 or more ennemies.
- Allies have an advantage on the objective
- Guard’s job done.
Not that hard to understand that the more you attract damage on you, the more your allies are able to reach their targets.
Providing your team is doing it’s job. When it’s not doing it’s job, then you are fucked.
After that, one usually considers to take another ship, to fill in the gaps.
Or you can keep flyin guard and get killed over and over, only to spend a year on spreading biased information in the forum and crawling under the seat cushion of some developer.
Stop it man, this game is devolving fast enough, you are not helping.
I have no idea why you are trying to take the slowest ships in the game and shuffle out of position where you will be an easy kill.
Because ppl can’t resist to run on it
. I’ve always considered Guards to be the Vanguard of your team. They are designed to be out at the front, distracting the enemy with their sheer destructive potential.
You still can do it but it’s less effective.
On a 10/12 minutes battles as we have before, dying in a slow ship was not truelly problematic because you still had time to rejoins the place.
We had 15% CD reduction on the R13-1 Implant which was making our CD on ESB and MLI really low on a good snowball (#Destructor) that was making Frontline Guards >>>>>>> Every other gameplay (Outside the All-In YoloFacetorp).
You have to take in consideration the change on the Spectre Field (Shield Regen to Hull/Shield Resistance) and the Energy Cost increased on MLI and ESB.
Plus the nerf on R10-1 and R10-3 (CD and Effect).
They reduced the direct strenght of Front Tanking.
Secondly, you have to take in consideration that you will use the same cover as other ships, exposing them to Nukes, Guided Torpedoes, EM Torpedoes, Minefield if an ECM decide to troll you with System Hack ectect.
This are damage you don’t want to expose your teammates to. (I prefer to eat a Full Nuke alone than force the ships around me to use their Multipurpose to regen instead of using them after engaging).
I have no idea why you are trying to take the slowest ships in the game and shuffle out of position where you will be an easy kill.
Because outpositioning does not always means being at 5-6 km or more from your allies.
You can be at 1.5-3 km and voluntary put yourself in a wrong position.
All you need to do is to make them think that you are the one making a mistake.
You need to become this for your ennemies :
The purpose is pretty simple, you need to tank damage as long as you can to let your teamates exploit their ships at the maximal potential.
only to spend a year on spreading biased information in the forum
:01414:
You made me laugh.
Most of my Posts are translations of PatchNotes and Devblogs
1.A1MA was a aim bot witch no shooter game should have.
2.Covert Ops nerfs:
-orion dmg nerf
-orion duration twice,from 6 sec to 5 sec and from 5 sec to 4 sec
-plasma arch range from 300m to 200m
-Pulse lasers overheating time
-Strafe engines
-Missile pylons
-rank 8 implant Armadillo II
-rank 10 implant Neuroaccelerator WPN-FS3
-Piercing missiles,plasma missiles and small missiles recharge time
These are not all direct nerfs to Covert Ops but they make the Covert Ops class weaker.
btw all guards nerfs were deserved because it was abused,8vs8 fight with 8 guards in 1 team that isn’t a fun match
And still Cov Ops is the De facto carry ships in the game.
So yeah, all the nerfs were well deserved. And I’m a cov ops / recon pilot, so all nerfs to interceptors (which actually, were all of those you said except the orion one) hinder both of my main classes.
Oh, and by they way. The orion “nerf” was not a nerf, in fact I consider it a buff. They nerfed the active time, but they also reduced the cooldown, so the burst was lower, but the sustain was better!
I’m not saying that Rakza is right, he is as biased as you can be when they touch cov ops. But you are biased as well.
With all the current nerfs to guards, they are not in a great spot, but since they are a support class that grows in power exponentially in numbers, it is OK I think.
I’m biased at everything !
I’m biased at everything !
Of course you are, but we love you anyway!
And still Cov Ops is the De facto carry ships in the game.
So yeah, all the nerfs were well deserved. And I’m a cov ops / recon pilot, so all nerfs to interceptors (which actually, were all of those you said except the orion one) hinder both of my main classes.
Oh, and by they way. The orion “nerf” was not a nerf, in fact I consider it a buff. They nerfed the active time, but they also reduced the cooldown, so the burst was lower, but the sustain was better!
I’m not saying that Rakza is right, he is as biased as you can be when they touch cov ops. But you are biased as well.
With all the current nerfs to guards, they are not in a great spot, but since they are a support class that grows in power exponentially in numbers, it is OK I think.
well maybe for pulse lasers but for schrapnel it’s nerfed.
CO is not underpored but Tacklers need some nerfs seriously,and “aim-bot” weapons should be removed/reworked.
It’s stange. Why they do not use a possibility to choose mission?
I have an idea, could you allow the players not to choose just one prefered map but to have multiple choice option - that would make random selection personal and more enjoyable, thank you
You don’t realize that’s the purpose of the Guards?
- Being Out of Position
- Attract Ennemy’s firepower on you
- Ennemies are not focusing your allies, you give them time to tempo / reposition
- Ennemies are attracted by your outpositioning, they reposition to focus you
- You just created a breach for your allies by reducing the pressure on them
- Allies can exploit it to push forward
- Guard’s job done. You can Die or Survive it change nothing.
- Put your guard between an Objective and the ennemy’s path
- Attract some ennemies on you
- Fight them and temporize while your teammates are positioning on the objective
- You created an Outnumber factor if you managed to attract 2 or more ennemies.
- Allies have an advantage on the objective
- Guard’s job done.
Not that hard to understand that the more you attract damage on you, the more your allies are able to reach their targets.
Lol, that’s exactly how we use the guard during weekends tourneys.
But that’s a tactic played with a squad on ts. On normal game the solution to counter that is just ignore the guard, oh no wait. Guards also have strong “aod” modules… Not always you can ignore them if you want to accomplish an objective.
And often guards don’t come alone.
That’s the problem with this role. YOU CAN’T GIVE AOD MODULES TO THE TANKIEST SHIP IN THE GAME (anyone said destructor before the change?). The “Tank” should come from aod thinghy not from uber resist and huge shield/hull value (or both combined).
Otherwise you destroy all the others role meta.
End of the story.
Luckly they nerfed guards and frigs.
P.s. on ceptors nerf you all forget the smaller missile cassette. Before was 12. Also the healibg mechanics was changed for ceptors.